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Full text of "XBOX Manual: Morrowind 2"

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NOTICE 

This Software product is subject to a license agreement 

By installing the Discs enclosed in this package, or by using any of the software 
provided thereon, you agree to be legally bound by the terms of an End User Licen; 
Agreement (the "License Agreement") presented during the installation of the Discs, If 
you do not agree to the terms of the License Agreement, you may not use the Discs or 
any of the materials contained herein, In such event, promptly return the entire 
package (including the Discs and this manual) to the place you obtained it for a full 
refund, subject to applicable return policies and restrictions. 

You may also review the License Agreement (in electronic or printed for 
the readme.txt file on the Discs and printing its contents. 

It is Illegal to Make Unauthorized Copies of this Software Prodi 

The Discs, the software, this manual and the other components of this product are 
protected under United States and international copyright laws and treaties. You may 
not make copies of the Discs except to make a backup copy for archival purposes only. 
Unauthorized duplication of the Discs or any of the software provided in this package 
for any other reason (including for sale, loan, rental or gift) may subject you to criminal 
and civil liability. Possible penalties may include significant monetary fines and jail 
terms of up to five (5) years, 

Bethesda Softworks supports the industry's efforts to fight the illegal copying of 
personal computer software. If you become aware of such activity, you are encouraged 
to contact the Interactive Digital Software Association (IDSA), at 91 9 1 8th Street, NW, 
Suite 210, Washington, DC 20006, to report your information. 



a ZenlMax Media company 



The Cjldcr Scrolls ITI: Morrowmd 



Introduction to Morrowind 

The essence of any Elder Scrolls role-playing game has always been simple: let you do 
what you want, and make sure you have fun doing it. Huge, detailed, and open-ended 
are words that frequently come up when talking about ARENA, DAGGERFAU, and now 
Morrowind. We don't believe a good role-playing game should restrict you from making 
choices, even if they're bad ones. Go ahead and play a wizard that wears heavy armor. 
You can do it, but remember that it's another skill to learn and might take time away 
from your magical studies. 

One of the first questions people usually ask us is, "What do I do in this game?" The 
answer we give is inevitably "Well, what do you want to do?" Do you want to be a 
noble knight or a treacherous swine? Do you want people to like you? Do you want 
people to loathe and fear you? Do you prefer casting spells, wielding swords, or both? 
Want to plunder dungeons and tombs? Rise to head of a guild? Gather information from 
everyone about everything? Whatever your interests, there's plenty for you to do. 

One minute you may be gazing up at the moons and stars over the plains or out for a 
swim in the Sea of Ghosts, and running for your life from a cliff racer or slaughterfish the 
next. Any place in MORROWIND can quickly turn deadly. Vvardenfell, the setting for 
Morrowind, is a culturally and geographically diverse place, dominated by the volcanic 
Red Mountain and surrounding wastelands. You'll find the island's population in a 
variety of different settlements, including small fishing villages with stick huts, strange 
towns where houses that look like large bug shells are used for housing, dwellings made 
of giant mushrooms grown by mages, and the majestic ancient city of Vivec. 

Everywhere you go you will find an assortment of do-gooders, scoundrels, eccentrics, and 
ordinary people just trying to make their way irt the world, How you choose to interact 
with them is entirely up to you. and as a result you will find your gameplay experience 
may be completely different from anyone else's. Trust whom you will, dispatch whomever 
you want, but be prepared for the consequences. 

Morrowind is filled with things for you to do, . .hundreds and hundreds of things. During 
your efforts to complete the main quest or rise to power in a faction, don't forget to 
leave the beaten path now and then to see what's over the next ridge. Or, talk to people 
you meet to see what problems or assistance they may reveal to you. It is in these 
moments, and thousands of others like them, that you will forget the real world — 
sometimes for much longer than you intended — and lose yourself in ours. Perhaps it'll 
be spent searching for a lost artifact that is rumored to be hidden in a tomb. Maybe 
you'll choose a side in a war between rival guilds. 

No matter what your preference, there's no right or wrong way to play MORROWIND. 

- The Morrowind Team 




INSTALLING THE GAME 

Simply insert the MORROWIND game disk and run the setup.exe if it doesn't start 
automatically. Follow the on-screen instructions to install. You do not have to install 
THE ELDER SCROLLS CONSTRUCTION SET to play MORROWIND. 



STARTING THE GAME 

After you have installed MORROWIND, 
launch it from your Windows Start Menu, 
or double click the icon on your desk" 

PLAY 

Plays the game 



Data Files 

Here you can select which plugins you are playing with. Elder Scrolls Plugins (or esp 
files), which add new content to the world of Morrowind, are created with The Elder 
Scrolls Construction Set and can be downloaded from the Internet or created by yo 

Double click the files to select or deselect them. You can also view your save games 
(ess files) here and which plugins were used when that game was saved. By double- 
clicking a save game, you can automatically select all the plugins needed. 

Plugins represent temporary changes to your game. If at any point you choose to load 
a saved game without a previously used plugin, any changes introduced by that plugin 
will be gone. Plugins work with both new and existing games. 

Options 

Select this to choose special video options, such as which video card you are using, 
video resolution, and screen size. If your video card supports pixel shading (like the 
NVIDIA GeForce3 or 4, or the ATI 8500), you can turn those On or Off here too. 

ELDERSCROLLS.COM 

Select this to visit www.elderscrolls.com and see what's new and join the community. 

Technical support 

Opens up the Technical Support window that shows several diagnostics on your system. 

Should you need to call technical support, they will use the data here to help you. 

Uninstall 

This option allows you to remove or modify the MORROWIND installation. If MORROWIND 
is not installed, you cannot run The Elder Scrolls construction Set. 

EXIT 

Exits the game. 



The Qtdcr J3crolts TXI: Morrowind 



The Qlder Scrolls HI: Morrowind 



■■■■■■■■■■■■■■■I 



PREVIOUS NEXT 
SPELL SPELL 




Options 

Takes you to the Options Menu where you can adjust your video, sound, controls, and 
preferences. See pg. 46 

Credits 

View the credits for the team that brought you MORROWIND. 



Exits the game. 

While playing a game, these additional options are available, 

QUIT 

During a game, Quit returns you to the 
Start screen. 

Return 

Takes you back to your current game. 

Save 

Allows you to save your current game. 



Run 


F1 J 







Quick Save 



quick load 



Quick Menu 



THRU 


9 





HAND-TO-HAND 




JSE N 








*&s 


'^sCm 




\ 1 




f 2 /I 



USING QUICK KEYS 

F1: Use Quick Keys to assign any 
item or magic to a number key. 



The Gilder !3crolls 7.7.1: Morrowind 



The ejldcr J5c rolls 771: Morrowmd 



5 



the Game Screen 



using menus 

To enter menu mode, Right Click while playing. To exit menu mode, Right Click again. 



Title Bar 



MENU LOCK 



menu border 



Magicka 

FATIGUE 

active Weapon active Magic Effects Map 

Health 

Represented by the red bar. When it goes all the way down, you die. Resting, potions, or 
spells can restore your Health. 

Magicka 

Represented by the blue bar. Casting spells uses Magicka. Resting, potions, or spells can 
restore your Magicka, 

FATIGUE 

Represented by the green bar. The lower your Fatigue drops, the harder it is to successfully 
perform actions like attacking and casting spells. Getting punched, running, jumping, 
swimming fast, and swinging a weapon reduce your Fatigue. Walking, resting, waiting, 
potions, or spells can restore your Fatigue. 

active Weapon 

Press the F key to ready your weapon (or your fists if no weapon is equipped) and click the Left 
Mouse button to attack. The longer you hold down the button, the harder you'll swing. 
Swinging harder does the maximum damage a weapon has. Swinging lightly is faster, but does 
minimum damage. The bar underneath your weapon icon is the weapon's condition bar. To 
cycle through all weapons in your inventory, use the [ and ] keys to cycle through the previous 
and next weapons you have. You can also assign weapons to Quick Keys (see page 5). 

active Magic 

Press the R key to ready your magic and click the Left Mouse button to cast it. To cycle 
through the available magic, use the - and = keys to cycle through the previous and next 
magic you have in your Magic Menu, including powers, abilities, spells, and equipped 
magic items. You can also assign magic to Quick Keys {see pagp 5). 



Shows the area around you and the direction you are facing. Doors will be highlighted by boxes. 

EFFECTS 

Displays icons representing abilities, magic effects, or diseases that are currently affecting you. 
You can read what they all are by selecting your Magic Menu, and highlighting each icon. 





Stat Bars Active Weapon Active Magic Map 

There are four main menus: Stats, Inventory, Magic, and Map. Each is described on 
the following 4 pages. You can open and close each menu individually by clicking its 
icon on the screen. 

Stats: Stat Bars 
Inventory: Active Weapon Icon 
Magic: Active Magic Icon 
Map: Mini Map 

Each menu can be resized, moved, or hidden to your liking. 

Move: click and drag the menu's title bar 

Resize: click and drag any of the menu's borders 

Hide: double click the menu's title bar 

Lock: click the Menu Lock button to lock the menu down while exploring 

Auto-Size: Hold the Shift key and double click the title bar. This will enlarge the 

menu to its maximum size. Holding the Shift key while double clicking again will 

return it to its previous size. 

Note: Rolling the cursor over most menu items will show pop-up help on that item. 



The Gilder {Scrolls III: Morrowind 



Tke Qldcr Scrolls TT.I: Morrowmd 



Stats menu 



HEALTH 
MAGICKA 

FATIGUE 



&hgrt rU«J. 



.Minor Sbfllt 

Nterkmuw 

«> dpccchcrart 
W Hand-rc-hand 
* Mercantile 

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MAJOR 

Skill-. 
MINOR 

SKI LI . 

Misc. 

Skills 







REPUTATION 
FACTIONS 
BIRTHSIGN 

BOUNt'. 



* The right column scrolls up and down. Reputation, Factions, Birthsign, and Bounty are 
accessible by scrolling the Stats Menu. 



Name 

Your name. 

HEALTH 

The amount of damage you can take. When it 
goes all the way down, you die. Resting, 
potions, or spells can restore your Health. 

MAGICKA 

Casting spells uses Magicka. Resting, potions, 
or spells can restore your Magicka, 

Fatigue 

The lower your Fatigue drops, the harder it is 
to successfully perform actions like attacking 
and casting spells. Hand-to-Hand, running, 
swimming fast, swinging a weapon, and 
jumping reduce your Fatigue. Walking, resting, 
potions, or spells can restore your Fatigue, 

Level 

How far you have progressed. 

RACE 

Your Race. For more information on Races, see 
pages 12 -15. 



Class 

Your Class. 

ATTRIBUTES 

Your mental, physical, and magical abilities. 

Skills 

Moving your cursor over a skill will provide 
information on that skill and display a progress 
bar that indicates how far you have progressed 
towards increasing that skill another point. For 
more info on skills, see pages 18-20, 

Reputation 

How famous you are, 

Factions 

The factions you have joined. 

Birthsign 

The birthsign under which you were bom. 

Bounty 

The price on your head for crimes you 
have been seen committing. 



Inventory Menu 



ACTIVE WEAPON 



ENCUMBRANCE 



Character 



ARMOR 



RATING 




ENCUMBRANCE 

This bar shows the total weight of all items you are carrying. When the bar is full, you cannot 

move until you drop some items. 

Character 

The image of your character shows everything you are wearing and your active weapon. This 

image will reflect items you equip or unetpp. 

Armor Rating 

The average armor rating of all the armor you are wearing. For areas of your body without armor, 
your Unarmored skill is used as a factor. The higher the armor rating, the better protection you 
will receive. See page 28 for Armor. 

Active Weapon 

The weapon you currently have active. Equipping a weapon makes it active. If no weapon is 

equipped, your active weapon will be Hand-to-Hand. 



Left click an item in your inventory to pick it up. You can equip the item by then dropping it on your 
character picture. This allows you to wear armor, clothes, and rings, read books, use potions and 
ingredients, and ready weapons, lockpicks, torches, or other items. Any equipped item will be shown with 
a box around the icon. To unequip, dick the item again, and then drop it. You can either drop items into 
your inventory or into the world. Holding the cursor over an item will display information on that item. 

If you have more than one of any given item, it will be placed in a stack. If you pick up or drop a 
stack of items at once (such as a pile of gold, or arrows), you will be shown the quantity menu. 
Use the slider to select how many of that item you want to pick up, You can also: 

Pick up whole stack: Shift-click the item stack 

Pick up one item off the stack: Ctrl-click the item stack 

You can also use your cursor to move items around in the world, such as plates on a table. Left 
dick the object to pick it up and click again to place it down elsewhere in the world. 

Item Filters 

You view your entire inventory at once, or use the filters to sort just by weapons, apparel 
(clothing and armor), magic (magical items and potions), or misc items (ingredients, books, lights, 
lockpicks, etc). 



The Cjlder Scrolls III: Morrowind 



The Cjlder Scrolls TTI: Morrowind 



MAGIC MENU 



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I Rioll 

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1 &>»i.l Trap &?S2 




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EFFECTS 

Displays icons representing your special powers or abilities. Also shows any magic effects 
or diseases that are currently affecting you, Move the cursor over an icon to view 
information on what the effect is and how it is affecting you. 

POWERS 

Lists your Powers. Move the cursor over a power for more information on the power's 
effects. Powers can only be used once a day. See page 36 for more information. 

SPELLS 

Lists the spells you can cast, To select your Active Magic, select the spell with your Left 
Mouse button. Moving the cursor over a spell gives you details on its effects, duration, 
and what skill the spell uses. Cost is the amount of Magicka a spell removes when you 
attempt to cast it. A spell costs Magicka regardless of whether it is successfully cast or 
not, Chance indicates how likely you are to successfully cast the spell. Your skill level 
for the governing school of magic determines the chance. 

Magic items 

The spell effects from the enchanted items in your inventory are listed here. Moving 
the cursor over a magic item will give you details on its effects and duration. For more 
information on enchanting, see page 39. 



Map Menu 



LOCAL MAP 



The Map Menu provides a wider view of your current surroundings. You will be able to 
see the location of buildings, dungeons, and other structures around you. An arrow in 
the center of the screen represents your location, and the direction you are facing, 
Door markers will appear as a yellow marker. If you cast any magic spelts that allow 
you to detect things (e.g., creatures) these will be displayed on the map as well. To 
move around the map, click and hold the Left Mouse button and move the mouse up, 
down, left, or right. Position the cursor over markers to see what they are. 

world Map 



Click the World button in the lower right corner to switch to the World Map, This 
displays the entire island of Vvardenfell and all the locations you have visited, Other 
people may mark important locations on your World Map, To move around the map, 
click and hoid the Left Mouse button and move the mouse up, down, left, or right. 
Position the cursor over markers to see what they are. Click the Local button to switch 
to the Local Map, 



10 



The Glider Scrolls III: Morrowind 



The <3lder Scrolls III: Morrowind 



CREATING YOUR CHARACTER 

When you first start, you must decide what kind of player you will be. After you've 
entered in your Name, you'll be asked to select a Race, Class, and Birthsign, 



Races 

You may choose from 10 races commonly encountered in MORROWiND. Since each 
race has unique abilities, selecting your race is one of the most important decisions 
you'll make. 



ARGONIAN 

Little is known and less is understood about the 
reptilian denizens of Black Marsh. Years of 
defending their borders have made the 
Argonians experts in guerilla warfare, and their 
natural abilities make them equally at home in 
water and on land. They are well suited for the 
treacherous swamps of their homeland, and 
have developed natural immunities to the 
diseases and poisons that have doomed many 
would-be explorers of the region. 
c L_ 

Skill Bonuses: Alchemy +5, Athletics +15, Illusion +5, Medium Armor +5, Mysticism +5, 

Spear +5, Unarmared +5 
Specials: Resist Disease, Immune to Poison, Water Breathing 



BRETON 

Bretons feel an inborn, instinctive bond 
with the mercurial forces of magic and the 
supernatural. Many great sorcerers have 
come from the home province of High 
Rock, and in addition to their quick, and 
perceptive grasp of spellcraft, enchantment, 
and alchemy, even the humblest of Bretons 
boast a high resistance to destructive and 
dominating magical energies. 



i Skill Bonuses: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5. 




Specials: Fortified Maximum Magicka, Dragon Skin, Resist Magicka 



12 



The Qlderr Scrolls III; Morrowind 



■^■^■^■■to 



Dark elf 

In the Empire, "Dark Elf" is the common 
usage, but in their Morrowind homeland, 
they call themselves the "Dunmer." The 
dark-skinned, red-eyed Dunmer combine 
powerful intellect with strong and agile 
physiques, producing superior warriors and 
( sorcerers. On the battlefield. Dark Elves are 

noted for their skilled and balanced 
integration of swordsmen, marksmen, and 
war wizards. 



Skill Bonuses: Long Blade +5, Destruction +1 0, Light Armor +5, Athletics +5, Mysticism +5, 

Marksman +5. Short Blade +10 
Specials: Ancestor Guardian, Resistant to Fire 



HtGH ELF V 

The High Elves, or Altmer, are the proud, tall, golden- \ 
skinned peoples of Summerset Isle. The common \ 

tongue of the Empire, Tamrielic, is based on their \ 

speech and writing, and most of the Empire's arts, ^ 

crafts, and sciences are derived from High Elven 
traditions. Deft, intelligent, and strong-willed, High 
Elves are often gifted in the arcane arts, and are far 
more resistant to disease than the lesser races. 

Skill: Destruction +10, Enchant +10, Atchemy +10, Alteration +5, Conjuration +5, Illusion +5 
Specials: Fortified Maximum Magicka, Weakness to Magicka, Fire, Frost, and Shock, 
Resistant to Disease 



f #k£ 



IMPERIAL 

Natives of the civilized, cosmopolitan province of 
Cyrodiil, the Imperials are well-educated and well- 
spoken. Though physically less imposing than the 
other races, the Imperials have proved to be shrewd 
diplomats and traders, These traits, along with their 
remarkable skill and training as light infantry, have 
enabled them to subdue all the other provinces and 
to have erected the monument to peace and 
prosperity that comprises the Glorious Empire. 



SKILL BONUSES: Speechcraft +10, Mercantile +10, Long Blade +10, Blunt Weapon +5, 

Light Armor +5, Hand to Hand +5 
SPECIALS: Star of the West, Voice of the Emperor 



The ejlder Scrolls 171: Morrowind 



13 



Khajiit 

Khajiit hail from the province of Elsweyr 
! and can vary in appearance from nearly 
Elven to the cathay-raht "jaguar men" to 
the great Senche-Tiger. The most common 
breed, the suthay-raht, is intelligent, quick, 
and agile. Many Khajiit disdain weapons in 
favor of their natural claws. They make 
excellent thieves due to their natural 
agility and unmatched acrobatics skill. 



SKILL BONUSES: Acrobatics +15, Athletics +5, Hand to Hand +5, Light Armor +5, Security +5, 

Short Blade +5, Sneak +5 
SPECIALS: Eye of Fear, Eye of Night 



NORD 

The citizens of Skyrim are a tall and fair-haired 
people, aggressive and fearless in war, industrious 
and enterprising in trade and exploration. Skilled 
sailors, Words can be found in seaports and 
settlements along all the coasts and rivers of Tamriel. 
Strong, willful, and hardy, Nords are famous for their 
resistance to cold, even magical frost. Violence is an 
accepted and comfortable aspect of Nord culture; 
they cheerfully face battle with an ecstatic ferocity 
that shocks and appalls their enemies. 

SKILL BONUSES: Axe +10, Blunt Weapon +10, Medium Armor +10, Long Blade +S, Spear +5, 

Heavy Armor +5 
SPECIALS: Thunder Fist, Woad, Resist Shock, Immune to Frost 




Redguaro 

The most naturally talented warriors in 
Tamriel, the dark-skinned, wiry-haired 
uards of Hammerfell seem bom to 
i, though their pride and fierce 
jjendence of spirit makes them more 
suitable as scouts or skirmishers, or as 
free-ranging heroes and adventurers, 
than as rank-and-file soldiers, In addition 
to their cultural affinities for many 
weapon and armor styles, Redguards are 
also physically blessed with hardy 
constitutions and quickness of foot. 



ES: Long Blade +15, Short Blade +5, Heavy Armor +5, Axe +5, Blunt Weapon +5, 
Medium Armor +5, Athletics +5 
SPECIALS; Adrenalin Rush, Resist Poison, Resist Disease 



Wood Elf 

The clanfolk of the Western Valenwood 
forests. In the Empire, they are called 
"Wood Elves," but call themselves the 
Bosmer, or the "Tree- Sap" people. Wood 
Elves are nimble and quick in body and wit, 
and their curious natures and natural agility 
make them good scouts, agents, and 
thieves, and there are no finer archers in all 
of Tamriel. 




These sophisticated barbarian beast peoples 
of the Wrothgarian and Dragontail Mountains 
f are noted for their unshakable courage in 

war and their unflinching endurance of 
hardships. In the past. Ores have been widely 
djj*^ feared and hated by the other nations and 
- "tyjfc «-■ v ' " races of Tamriel, but they have slowly won 

acceptance in the Empire. Orctsh armorers are 
prized for their craftsmanship, and Ore 
warriors in heavy armor are among the finest 
front-line troops in the Empire. 



SKILL BONUSES: Armorer +10, Axe +5, Heavy Armor +10, Medium Armor +10, Block +10 
SPECIALS: Berserk, Resistant to Magicka 



SKILL BONUSES: Marksman +15, Sneak +10, light Armor +10, Alchemy +5, Acrobatics +5 
SPECIALS: Beast Tongue, Resist Disease 



14 



The eider Scrolls III; Morrowind 



The CJldcr Scrolls Til: Morrowind 



75 



ATTRIBUTES 

A character's mental, physical, and magical abilities are modeled by eight primary 
attributes. Primary attributes have range from 0-1 00, but can be changed by magic, 
potions, or disease. Gaining a level allows you to increase your attributes. 

^j Strength 

Affects how much you can carry, how much Fatigue you have, your starting 
Health, and how much damage you can do with meiee weapons such as 
swords and axes. Governs the skills of Armorer, Blunt Weapon, Axe, 
Long Blade, and Acrobatics. 



i ~' : ~ INTELLIGENCE 

i ' "" Affects your total Magicka and magic use. Governs the skills of Alchemy, 
Enchant, Conjuration, and Security. 

\j Willpower 

Affects your ability to resist magical attacks, and how much Fatigue you have. 
I Governs the skills of Destruction, Alteration, Mysticism, and Restoration. 

H Agility 

I Affects your ability to hit and dodge attacks. It also affects how much Fatigue 
you have, Governs the skills of Sneak, Light Armor, Marksman, and Block. 

.3r~* SPEED 

Determines how fast you move. Governs the skills of Athletics, Short Blade, 
Hand-to-Hand, and Unarmored. 

r/ff-^.M Endurance 
**•"•' t) effects how much Fatigue you have, your Health, and how much your 

Health will increase when you sleep and raise levels. Governs the skills of 

Medium Armor, Heavy Armor, and Spear. 



PERSONALITY 



gathering. Governs the skills of Speechcraft, Mercantile, and Illusion. 




Luck has an effect on everything you do, but governs no skills. 



The Slder Scrolls III: Morrowind 



DERIVED ATTRIBUTES 

These are derived from the primary attributes, and are affected by changes to your 

primary attributes, 
^lfl HEALTH 

Health is the amount of damage you can take before you die. Your 
maximum increases every time you gain a level. Endurance affects how 
much Health you gain per level, and how fast Health comes back when you 
rest. Your starting Health is half of your combined Strength and Endurance. 



MAGICKA 

Magicka is used to cast spells. You start with Magicka equal to half of your 
Intelligence. This can be increased by choosing a race or birthsign that 
increases your Magicka multiplier. Magicka is naturally restored by resting. 



Fatigue 

Fatigue is how tired you are. Low Fatigue makes it harder to successfully 
perform actions. Running, jumping, swimming fast, and swinging a weapon 
reduce your Fatigue. Walking, resting, waiting, potions, or spells can restore 
your Fatigue. Your maximum Fatigue is the combined values of your 
Strength, Endurance, Agility, and Willpower. 



Encumbrance 



Encumbrance is the total weight of items you can carry. Encumbrance also 
affects how fast you move and how fatigued you get while running, or 
swimming. You cannot move at all when fully encumbered. Encumbrance is 
equal to five times your Strength. 



The fiilder 0crolls III: Morrowind 



combat Arts 



35^ BLOCK skill allows you to use shields to block any melee attack. A successful 
block removes all damage from the attack. 
j Governing Attribute: Agility 



ARMORER skill is used to maintain weapons and armor at top effectiveness. 
Worn weapons do less damage. Worn armor provides less protection against 
attacks. As wear increases, the diminishing effectiveness of weapons and armor 
is dramatic. 
Governing Attribute: Strength 



MEDIUM ARMOR skill lets you move and defend while wearing durable but 
flexible armors like chain, scale, bonemold, and Orcish armor. To use any style of 
armor effectively, the wearer must be trained, conditioned, and skilled in its use. 
Governing Attribute: Endurance 



Heavy armor skill is used to move and defend while wearing massive and 
rigid armors (ike iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any 
style of armor effectively, the wearer must be trained, conditioned, and skilled in 
its use. 
Governing Attribute: Endurance 

f Blunt weapon skill makes you more effective when using heavy bashing 
weapons like maces, hammers, dubs, or staves. 
Governing Attribute: Strength 

E Long blade skill lets you use broadswords, sabers, longswords, claymores, 
" j katanas, and dai-katanas effectively. 
j Governing Attribute: Strength 



j^Ojjfl Axe skill helps a user wield heavy chopping weapons like war axes and 
I battJeaxes more effectively. 
Governing Attribute: Strength 



|S[^B <| Spear skill permits effective use of long-shafted thrusting weapons like spears 
and halberds. 
| Governing Attribute: Endurance 

| Athletics skill trains and conditions you for running and swimming. Skilled 
- athletes move short and long distances over land with speed and efficiency, and 

they also swim more swiftly underwater. 

Governing Attribute: Speed 



The Qlder {Scrolls III: Morrowind 



Magic Arts 

'■- ■■ Destruction skill is the mastery of the spell effects of the Sdtoel od 

Destruction. Their spells harm living and undead creatures, and include elemental 
: damage, draining, damaging, vulnerability, and disintegration magical effects. 
— i Governing Attribute: Willpower 



m 




Students of the School of Alteration manipulate the physical world and its 
natural properties. Alteration effects include water breathing and walking, jumping, 
levitating, burdening, opening and locking, and creating shield barriers against 
physical damage. 
Governing Attribute: Willpower 

Spell effects of the School of Illusion alter the perceptions and thoughts of 
living subjects. Illusion effects include blind, light, paralyze, silence, calm or 
frenzy, chameleon, and invisibility. 
Governing Attribute: Personality 

The spell effects of the School of Conjuration include the mental domination of 
mundane and magical creatures, summonation of otherworldly weapons and armor, 
and summonation of Daedric or undead servants to serve and protect the caster. 
Governing Attribute: Intelligence 

The spells of the School of Mysticism shape and focus otherworldly forces to bind 
souls in gems, teleport the caster's body, manipulate the world with telekinesis, 
absorb, or reflect magical energies, or sense unseen objects at a distance. 
Governing Attribute: Willpower 

Adepts of the School of Restoration heal, restore, and fortify the body's 
attributes and abilities, cure disease, and protect it from other malign influences. 
Restoration spells can also augment or absorb strength, endurance, intelligence, 
agility, and other bodily attributes. 
Governing Attribute: Willpower 

Enchant skill governs the creation, use, and recharging of enchanted items. 
Skilled enchanters are more successful at creating new items. Enchanted items use 
less power, and are recharged more efficiently from soul gems, for a trained user. 
Governing Attribute: Intelligence 

Alchemy identifies magical properties in mundane substances. Substances are 

consumed directly, or prepared as potions to provide long-lasting benefits like 

healing and curing disease, water-walking, magical shielding, and fortifying 

attributes. 

Governing Attribute: Intelligence 

Unarmored skill lets you avoid or reduce injury during combat while not wearing 
any armor by evading, deflecting, or absorbing blows. Those versed in this skill are 
better defended wearing no armor at all than they are when wearing armor. 
Governing Attribute: Speed 



The eider {Scrolls III: Morrowind 



Stealth arts 



ecurity skill lets you open locked doors and containers with lock-picks or disarm 
aps with probes. This skill is essential for agents and thieves alike. 
; governing Attribute: Intelligence 

Sneak discipline is the art of moving unseen and unobserved. Skilled sneaks are 
also adept pickpockets. 
Governing Attribute: Agility 

»"v| Acrobatics skill enables you to jump long distances and to avoid damage when 
I falling from great heights. Nimble acrobats can reach areas others cannot get to 
and cart direct their paths while falling. 



£§'.>. I 


*&SrV 




m 




■ 5 you move and defend while wearing light-weight, flexible 
armors like leather, fur, chitin, and glass armor. To use any style of armor effectively, 
the wearer must be trained, conditioned, and skilled in its use. 
Governing Attribute: Agility 

Short blade makes you more effective with short, quick, thrusting weapons tike 
daggers, tantos, short swords, and wakizashis. 
Governing Attribute: Speed 

Marksman makes you more effective with ranged weapons like the short bow, 
long bow, crossbow, throwing star, and throwing knife. 
Governing Attribute: Agility 

Mercantile skill is the art of buying low and selling high. This skill guarantees 
lower initial prices for goods, equipment, and services, and improves your chances 
of getting better deals by bargaining. 
Governing Attribute: Personality 

Speechcraft allows you to influence others by admiring, intimidating, and 
taunting them. Listeners are more willing to divulge information or to entrust 
important tasks to the skilled speaker, 
Governing Attribute: Personality 

Hand to hand skill is the martial art of unarmed combat. Hand-to-hand attacks 
damage only the Fatigue of a standing opponent, but hand-to-hand attacks 
damage Health when a target has been knocked unconscious by Fatigue loss. 
Governing Attribute: Speed 



Classes 

Your class defines your way of life and which skills are most important to you. When 
creating your character you have several options in creating your class: 

1 . Answer a series of 1 questions that will assign you a class based on your answers. 

2. Choose one of the 21 classes in Morrowind. 

3. Create your own custom class by selecting your major and minor skills yourself and 
naming your custom class. 

Each class receives a specialization, 5 major and 5 minor skills, and a +10 bonus to 
2 attributes. 

Specialization 

Each class has a specialization, either Combat Arts, Magic Arts, or Stealth Arts. This is 
the main avenue of study this class falls into. You will receive +5 to every skill in your 
specialization, and those skills will be much easier to increase. 

• 
For instance, a character who specializes in combat can learn about using an axe faster 
than he can learn about acrobatics. 

Major Skills 

Each class has 5 major skills. These are the essential skilfs for this class. Major skills 
start at 30 and are easier to increase than c 

MINOR SKILLS 

Each class also has 5 minor skills. These skills are important to the class and start at 1 5, 

MISCELLANEOUS SKILLS 

Ail skills not chosen as major/minor are considered miscellaneous and start at 5. 
Miscellaneous skills increase the slowest. 

For example, a Combat specialized class with Athletics as a major skill at 30 will 
increase Athletics up to 50% faster than a Magic specialized class with Athletics as a 
miscellaneous skill at 30. 



The 6lder Scrolls 111: Morrowind 



The Gilder Scrolls III: Morrowind 



Combat Specialized Classes 




Warriors 

Warriors are the professional men-at-arms, soldiers, mercenaries, 
and adventurers of the Empire, trained with various weapon and 
armor styles, conditioned by long marches, and hardened by 
ambush, skirmish, and battle. 



>$£« f^i 






Barbarians 

Barbarians are the proud, savage warrior elite of the plains 
nomads, mountain tribes, and sea reavers. They tend to be brutal 
and direct, lacking civilized graces, but they glory in heroic feats 
and excel in fierce, frenzied single combat. 

CRUSADERS 

Any heavily armored warrior with spellcasting powers and a good 
cause may call himself a crusader. Crusaders do well by doing 
good. They hunt monsters and villains, making themselves rkt 
plunder as they rid the world of evil. 

Knights 

Of noble birth, or distinguished in battle or tourney, knights are 
civilized warriors, schooled in letters and courtesy, and governed by 
the codes of chivalry. In addition to the arts of war, knights study 
the lore of healing and enchantment. 



Scouts rely on stealth to survey routes and opponents, 
ranged weapons and skirmish tactics when forced to fight. By 
contrast with barbarians, in combat scouts tend to be cautious and 
methodical, rather than impulsive. 

Archers 

Vchers are fighters specializing in long-range combat and rapid 
lovement. Opponents are kept at distance by ranged weapons and 
swift maneuvers, and engaged in melee with sword and shield 
after the enemy is wounded and weary. 

ROGUES 

Rogues are adventurers and opportunists with a gift for getting 
into and out of trouble. Relying variously on charm and dash, 
blades and business sense, they thrive on conflict and misfortune, 
trusting to their luck and cunning to survive. 



The €}tder Scrolls III: Morrowfnd 



Magic Specialized Classes 



MAGES 

Most mages claim to study magic for its intellectual rewards, but 
they also often profit from its practical applications. Varying widely 
in temperament and motivation, mages share but one thing in 
common: an avid love of spellcasting. 




: SORCERERS 

Though spelicasters by vocation, sorcerers rely most on 
summon ings and enchantments. They are greedy for magic scrolls, 
I rings, armor, and weapons, and commanding undead and Oaedric 
servants gratifies their egos. 

i HEALERS 

lers are spelicasters who swear solemn oaths to heal the 
licted and cure the diseased. When threatened, they defend 
themselves with reason and disabling attacks and magic, relying on 
deadly force only in extreme circumstances. 



BATTLE MAGES 

Battlemages are wizard-warriors, trained in both lethal spellcasting 
and heavily armored combat. They sacrifice mobility and versatility 
■ for the ability to supplement melee and ranged attacks with 
elemental damage and summoned creatures. 



WITCH HUNTERS 



perverted practices of dark cults and profane sorcery, li 
martial, magica!, and stealthy war against vampires, wt 
warlocks, and necromancers. 



SPELLSWORDS 

Spellswords are spellcasting specialists trained to support lm, 
troops in skirmish and battle. Veteran spellswords are prized as 
mercenaries, and well-suited for careers as adventurers and 
soldiers-of-fortune. 



NlGHTB LADES 

S Nightblades are spelicasters who use their magics to enhance 
mobility concealment, and stealthy close combat. They have a 
sinister reputation, since many nightblades are thieves, enforcers, 
assassins, or covert agents. 



The Gilder Scrolls Til: Morrowind 



STEALTH SPECIALIZED CLASSES 

Thieves 

Thieves are pickpockets and pilferers. Unlike robbers, who kill and 
loot, thieves typically choose steaith and subterfuge over violence, 
and often entertain romantic notions of their charm and cleverness 
in their acquisitive activities. 

f *■ Agents 

Agents are operatives skilled in deception and avoidance, but 
. ' -J trained in self-defense and the use of deadly force. Self-reliant and 
independent, agents devote themselves to personal goals, or to 
various patrons or causes. 





~; ASSASSINS 

Assassins are killers who rely on stealth and mobility to approach 
victims undetected. Execution is performed with ranged weapons 
or with short blades for close work. Assassins can be ruthless 
murderers or principled agents of noble causes. 



Acrobat' is a polite euphemism for agile burglars and second-story 
men. These thieves avoid detection by stealth, and rely on mobility 
and cunning to avoid capture. 

Monks 

Monks are students of the ancient martial arts of hand-to-hand 
combat and unarmored self-defense. Monks avoid detection by 
stealth, mobility, and agility, and are skilled with a variety of 
ranged and close-combat weapons. 

Pilgrims 

Pilgrims are travelers, seekers of truth and enlightenment. They 
fortify themselves for road and wilderness with arms, armor, and 
magic, and through wide experience of the world, they become 
shrewd in commerce and persuasion. 

Bards 

Bards are loremasters and storytellers. They crave adventure for the 
wisdom and insight to be gained, and must depend on sword, 
shield, spell, and enchantment to preserve them from the perils of 
their educational experiences. 



The €jlder Scrolls III: Morrowind 



BlRTHSIGNS 

In Tamrief, persons born under certain constellations are said to be 'fortunate in their 
aspects'. Such persons are often blessed — or cursed — with remarkable abilities or 
weaknesses as a result of the magical conjunctions of celestial influences. 

The Apprentice 

Those born under the sign of The Apprentice have increased Magicka, but 
._ I also have a weakness to it. 



THE ATRONACH 

Those bom under the sign of The Atronach cannot regenerate Magicka, but 
I have a chance of absorbing any magic cast at them. 

~T " The Lady 

Those born under the sign of The Lady have increased Endurance 
and Personality. 

I The Lord 
Those born under the sign of The Lord can regenerate Health, but are weak 



The Lover 

Those born under the sign of The Lover have increased Agility and can 
paralyze others with a kiss. 

I The Mage 
Those born under the sign of The Mage have increased Magicka. 



"'£•?! 



The Ritual 

Those bom under the sign of The Ritual can heal themselves and 
turn undead 

The Serpent 

Those bom under the sign of The Serpent can poison others at a loss of 
'leirown Health. 

The Shadow 

iose born under the sign of The Shadow can make themselves 



The Steed 

Those born under the sign of The Steed can move faster. 



The Thief 

Those bom under the sign of The Thief are harder to hit. 



The Tower 

Those bom under the sign of The Tower can unlock doors magically and 
detect things at a distance. 

Ithe Warrior 
Those bom under the sign of The Warrior have an increased chance 
of hitting. 



The Glder {Scrolls T.II: Morrowind 



■■■■m 






MHnMMBmHMHl^^HH 



INCREASING YOUR SKILLS AND LEVELING UP 

To increase a skill, you simply need to use it successfully several times. The lower your 
skill, the harder it is to use, but the number of uses you need to increase it is smaller. It 
takes much longer to raise a high skill. Skills that are specialized, major, or minor also 
increase faster than miscellaneous skills. 

There are three ways to increase a skill: 

1 . Use it over and over. 

2. Buy training from another character. 

3. Learn more about the skill from special books. 



You can view your progress towards increasing a 
skill by highlighting the skill with your cursor when 
in your Stats Menu. 

Increasing your level is dependent on improving 
the major and minor skills associated with your 
class. In order to raise your level, you must 
improve any combination of your major or minor 
skills by a total of 10 points. 




Weapons 

Weapons come in all shapes and sizes and can be made from a variety of materials. 
They can also be enchanted with special magical abilities to further increase their 
lethality. Every weapon has a Min and Max damage rating for each attack type: Chop, 
Slash, and Thrust (see page 29). 



Name and Description 



Dagger, Tanto 

Short -Waded multi-purpose weapons. Quick to strike and break. 



Shortsword, Wakizashi 

Short blsded weapons provide excellent speed and damage balance. 



BROADSWORD 

Mass-produced, double-edged long blades popular among the Legions. 



LONG5WORD, KATANA 

Long bladed weapons often used by shield-bearing Knights. 



Single edged variant of the broadsword often used by rogues. 



CLAYMORE, DAI-KATANA 

Massive two-handed long blades. Used by Warriors of great strength, 



Best Attack 
Base Damage 



You can see how far you are towards raising 
your level by highlighting Level with your cursor 
when in your Stats Menu. 

Once you have raised your skills enough, you 
will need to Rest by pressing the T key. This 
allows you to meditate on what you've learned 
in order to increase your level. See pg. 45 for 
more on resting. 




You will be able to add three points to your 
attributes. Certain attributes will show a 
bonus, which is determined by which skills you 
have increased since you last raised level. So, 
if you improved several skills that have 
personality as a governing attribute, then you 
will see an appropriate bonus multiplier for 
personality. Each point you assign to an 
attribute with a bonus will be multiplied by 
the bonus. Even miscellaneous skills you've 
used count toward the attribute bonus. You 
may only assign one point to an attribute. 

In addition, when you raise level, your Health 
will increase by one-tenth of your Endurance. 



A crude, improvised blunt weapon often used with a shield. 



Staff 

This two-handed blunt weapon is the standard weapon of the traveler. 



Favored blunt weapon of the Crusader, usually combined with a shield. 



WARHAMMER 

Heavy two-handed blunt weapon good for knocking someone off his feet. 



War axe 

Chopping weapon used by Barbarians that provides excellent damage. 

Battle axe 

Heavy two-handed chopping weapon provides maximum damage. 

SPEAR, HALBERD 

Two-handed, long-shafted weapons with long reach and moderate damage. 



Marksman weapons that come in short and long variations, fires arrows. 



Crossbow 

Marksman weapons that fire a bolt massive enough to penetrate heavy armor. 

Darts, Stars, Knives 

These marksman weapons are thrown at a distance for minor damage. 



! ! 



The Qlder (Scrolls III: Morrowirtd 



The 6jlder {Scrolls TXI: Morrow ind 



27 



" I 



Armor 

Each piece of armor you wear will add to your 
overall protection, or "armor rating," The 
higher the armor rating, the better you will be 
protected. When you see a piece of armor, the 
armor rating displayed for that item will be 
adjusted according to your skills. So, if you 
have a high Light Armor skill, and a very low 
Heavy Armor skill, you will see armor ratings 
for light armor that are much higher than for 
heavy armor. 

If you're trained in the unarmored skill, you 
may be better protected without armor than 
with armor. 

Armor absorbs damage. When someone hits you, 
the damage they do is compared against your 
armor rating, and some of the damage is absorbed. 

As armor takes damage, its condition decreases. This 
also lowers how much protection the armor offers. 

Your armor rating is the weighted average of all 
the armor you are wearing, Certain pieces 
contribute more towards your rating than others. 



Left 

PAULDRON 



Right 
pauldron 



Gauntlet/ 
Bracer 



,V%K • 



Ml 



& * 



USING WEAPONS 

To attack, hold down the Left Mouse button and release it. The longer you hold it, the 
more damage you will do and the more your Fatigue will drop. 

J weapon is also rated in three attack categories; Chop, Slash, Thrust. You perform 
; moves by moving while pulling your weapon back. 
Chop: Standing still or moving diagonally 
Slash: Moving side to side 
Thrust: Moving forward or back 

You can also use the "Always Use Best Attack" option in your preferences (see pg. 47). 
This will always use the best attack regardless of movement. It is Off by default 



Percent of 
Total Armor 





Armor Piece Rating 




■ 


Cuirass 

ChesT 


40 


* 


Helmet 

Head 


10 


fc. 


PAULDRON 

Left or right upper arm 


10 


\ 


Gauntlets/Bracers 

Hands and wrist on left or right forearm 


10 


!/ 


GREAVES 

Upper legs 


10 




1 i 


BOOTS 

Lower legs 


10 


« 


Shield 

Left and front of body. Allows wearer to block. 


10 




The Qldcr Scrolls III : Morrowind 



REPAIRING WEAPONS AND ARMOR 

Weapons and armor will sustain damage as you use them. The more damage a 
weapon sustains, the less damage it will do. When its condition goes down to zero, the 
weapon or armor becomes unusable, You can repair your armor and weapons by 
equipping hammers and tongs. The success of your repair depends on your Armorer 
skill and the quality of the tool. 

You can also find people who can repair these items as a service. It will cost you, but 
they always repair the item back to full condition. 

Getting Knocked Down 

You can be knocked down during combat as the result of a powerful blow from an 
opponent. A knockdown is fairly short and can happen at any time, regardless of your 
Health or Fatigue levels. You cannot block or attack when you have been knocked 
down. Hitting someone who is knocked down does more damage and they are easier 
to hit. High Agility keeps you from being knocked down. 

Getting knocked Out 

When your Fatigue drops below 2ero, you will be knocked unconscious. This usually 
happens when someone punches you. The amount of time you remain unconscious 
depends on several factors. During this time you cannot block any attacks. When you 
are unconscious Hand-to-Hand attacks will damage your Health, instead of your Fatigue. 



The Qldcr Scrolls T.T.I: Morrowind 



Magic 

Your use of magic is based on your skill level in the six schools of magic. Increasing your 
proficiency depends on gaining uses and training to increase your skill level. New spells 
can be learned by buying them from characters or completing certain quests. 

School of Conjuration 

Conjuration summons magical items and beings from the outer realms to serve you. 
Conjuring effects include the mental domination of mundane and magical creatures, 
summoning of otherworldly weapons and armor, and summoning of Daedric servants 
and powers to serve and you. 

URN UNDEAD 

'emporarily increases an undead creature's flee rating (i.e., its inclination to 
J flee from an attacker). The effect's magnitude is the value of the increase of 
the flee rating. 

n Creature 

,„. a creature from the Outer Realms, It appears six feet in front of the 
ster and attacks any entity that attacks the caster until the effect ends or the 
immoned creature is killed. If you summon a creature in a town, the guards 
ill attack the creature and you on sight. 

J Command 

I Makes targeted creatures or humanoids fight for the caster. The magnitude is 
. i the level of the creature or humanoid affected. 



7\ BOUND *ITEM* 

Conjures a lesser Daedra bound in the form of a magical, wondrously light 
-I Daedric item. The weapon appears automatically equipped on the target, 
displacing any currently equipped weapon to inventory. 



School of illusion 

Illusion affects the perception and mind of living subjects. 

1 Invisibility 
_J Completely conceals the target from others. If the target attacks, speaks, or 
— I activates items {e.g., doors), the effect is dispelled. 



CHAMELEON 

Lets the target blend into the surroundings so no one can see him. The target can 
attack and use objects without disrupting the effect, but chameleon may range from 
1% to 100% effectiveness, The effect's magnitude is the degree of concealment. 



SCHOOL OF ILLUSION (CONTINUED...) 



NlGHTEYE 

Gives the target the ability to see in the dark. The effect's magnitude is how 
J much the ambient light level is raised. 

fiPPl CHARM 

Temporarily increases target's disposition towards the caster. When the effect 

— 3 ends, the target's disposition returns to its original value. 

J PARALYZE 
i Renders the target unable to move for the effect's duration. 



jorarily renders the target unable to cast spells. 



cures the vision of the target, reducing his chance to hit with weapon or 
d-to-hand attacks. 



duces a disorienting noise in the target's mind. The magnitude is the reduction 
... the target's chance to successfully cast spells (and the relative magnitude of the 
sound's volume). 

?a Calm Humanoid or Creature 

I Decreases attack rating (i.e., its inclination to attack). The magnitude is the amount 
— ' the attack rating is reduced. Undead, Daedra, and artifacts art not affected. 

1 frenzy Humanoid or creature 

Increases attack rating (i.e., its inclination to attack). The magnitude is the amount 
— ' the attack rating is increased. Undead, Daedra, and artifacts are not affected. 

p-fgjn] Demoralize humanoid or creature 

| Increases flee rating (i.e., its inclination to flee from an attacker). The 
- - magnitude is the amount the flee rating is increased. Undead, Daedra, and 
artifacts are not affected. 



j Upon striking a target, it illuminates the area for the duration. Does not 
— -> cause damage. 

f 'Xfl Sanctuary 

Causes the target to be harder to hit. The magnitude is the value that is added 
•** to the target's chance to dodge attacks. 



The eider Scrolls III: Morrowind 



§W$\ Rally Humanoid or creature 

Decreases flee rating (i.e., its inclination to flee from an attacker). The 
1 ■ — <* magnitude is the amount the flee rating is decreased. Undead, Daedra, and 
artifacts are not affected. 



The Qlder Scrolls XXX: Morrovutnd 



■■■^^■■■■■■^■fc- 



School of restoration 

Restoration heals, restores, and fortifies the body's attributes and abilities, cures 
diseases, and protects it from other malign influences. Restoration can also augment 
or absorb strength, endurance, intelligence, agility, and other bodily attributes. 



Cures a specific disease or states including Common Diseases, Blight Disease, 
Corprus Disease, Poison (does not restore lost Health, only removes poison), 
and Paralysis. 

RESTORE 

If the target's attributes, Health, Magicka, Fatigue, or skill has been reduced by 
1 magical attack, this effect can restore them to its original value. The 
magnitude is the units of attribute restored for each second of duration. 

I FORTIFY ATTRIBUTE 

j Temporarily increases the value of the target's attributes, Health, Magicka, 
1 Fatigue, or skill. The magnitude is the value of the increase of the attribute. 

i] fortify Maximum magicka 

Increases the target's maximum Magicka by a multiplier. The magnitude is 
' multiplied by the target's Intelligence. A magnitude of 2.0 produce a 

Magicka bonus equal to the target's Intelligence x 2. 



frWi FORTIFY attack bonus 

Raises the target's chance of making a successful attack with a weapon or 
' hand-to-hand attack. 

=g* RESIST 

i_j Increases the target's resistance to damage from the following: elemental fire, 
— ' elemental frost, elemental shock, Magicka -based attacks, normal weapons, 
common disease, blight disease, corprus disease, poison, or paralysis. The 
magnitude is percentage reduction in damage caused by the effects. 

qfjgj REMOVE CURSE 

Removes a curse from the target. 



The Qlder Scrolls Til: Morrowi-nd 



School of destruction 

Destruction harms living and unliving things. 



■ 



DAMAGE 

Lets the caster shoot out magical energy which lowers the value of a target's 
attributes, Health, Magicka, Fatigue, or skill. Attributes can only be restored 
with a Restore effect spell or potion. The magnitude is the units lost each 
second of duration. 

Fire Damage 

This spell effect produces a manifestation of elemental fire. Upon contact with 

an object, this manifestation explodes, causing damage. 

SHOCK DAMAGE 

This spell effect produces bolts of elemental lightning. The magnitude is the 
damage received by the first target along a bolt's path. 

FROST DAMAGE 

This spell effect produces a manifestation of elemental frost. Upon contact with 
an object, this manifestation causes frost damage over the area of the spell. 



Temporarily lowers the value of a target's attributes, Health, Magicka, Fatigue, 
or skills. The magnitude is the units reduced each second of duration. 

POISON 

Creates a poison spray of acid that causes damage to the target's Health. The 
target continues to lose Health for the duration of the spell, unless canceled by 
cure poison. 

STUNTED MAGICKA 

Prevents the target from regenerating Magicka while sleeping for the 
duration of the effect. 

WEAKNESS 

Decreases the target's resistance to elements including elemental fire, 
elemental frost, elemental shock, Magicka (non-elemental), normal weapons 
(non-enchanted), common disease, blight disease, corprus disease, and 
poison. 

DISINTEGRATE WEAPON OR ARMOR 

Damages the Health of an equipped weapon or armor on a touched or 
ranged target. 



The Gilder (Scrolls III: Morrow tnd 



, - i inT^in i riri>~iiWi^^B 



■■■^■^■■■■I^IHIH^BH 



School of Mysticism 

Mysticism involves the manipulation of magical forces and boundaries to bypass the 
structures and limitations of the physical world. 



Removes Magicka-based spell effects from the target. Does not affect abilities, 
-i diseases, curses, or constant magic item effects. The magnitude is the chance 
an effect is removed, 

;] Soul Trap 

Traps the soul of the target creature in the smallest empty soul gem in the 
ster's inventory, if the creature is killed during the effect's duration. 

Telekinesis 

j Allows the target to pick up items, open containers, or open interior doors 
1 from a distance. The magnitude is how far, in feet, the target can reach. 



Establishes a target location for the Recall spell. 

RECALL 

Instantly transports the caster to the last Recall marker set by the Mark spell, 

Divine and almsivi Intervention 

I Instantly transports the caster to the altar of the nearest shrine. For Divine 

I 1 Intervention, this is the Imperial cult. For Almsivi Intervention it is the 

Tribunal Temple. 

inaw detect 

Allows you to detect creatures, enchanted items, or keys. They appear on the map 
— as symbols. The magnitude is the radius, in feet, that you will detect the target. 

TOJ SPELL ABSORPTION 

| '-"" Lets the target absorb an attacking spell's power as an increase in Magicka. 
' ' — ^ The magnitude is the percentage chance of successfully absorbing the spell's 

power. If spell fails, the attacking spell takes effect normally. The target's 

Magicka cannot be increased above its maximum. 

jqjj REFLECT 

*• v Reflects any spell effects back at an attacking caster. The magnitude is the 
— I percent chance that spell effect is reflected. If the spell fails, the attacking 
spell(s) takes effect normally. 

^2 Absorb 

j Temporarily transfers a portion of the target's attribute, Health, Magicka, 
— ■"■ Fatigue, or skill to the caster. A caster's stats can exceed their maximum for the 
duration. When the effect ends, attributes for the caster and the target return 
to original values. Changes to Health, Magicka, and Fatigue are permanent. 



School of alteration 

Alteration involves manipulation of the physical world and its natural properties. 

\j v| Water Breathing 

Lets the target breathe underwater for the duration of spell. 

wift Swim 

icreases the target's swimming speed. 






'ater Walking 

ts the target walk on water for duration of spell. 



=ates a magical, fire, lightning, or frost shield around the target's body. Its 
iagnitude is added to the target's Armor Rating, and also greatly reduces 
damage from fire, lightning, or frost attacks. 

Burden 

Temporarily increases the weight carried by the target. The magnitude is the 
amount of weight being applied. 

Feather 

Temporarily reduces the target's encumbrance. The magnitude is the units of 

weight removed from encumbrance. 

JUMP 

Increases the height and distance of the target's jumps. The magnitude is 
proportional to the increase in a jump's height and distance, 

Slowfall 

Slows the target's rate of descent when falling, reducing damage received 
upon landing. 

LEVITATE 

Temporarily lets the target levitate into the air. The magnitude is the speed at 
which the target can move through the air. 



magnitude is the lock level placed on the container or door. 



Opens a locked container or door. The magnitude is the highest lock level that 
can be opened. 



The Sjlder jScrolls III: Morrowxnd 



The Glider Scrolls IXTt: Morrowind 



35 



Abilities 

Many races in Tamriel have inherent abilities. They seem like magic, but never need to be cast 
and are always active. Abilities usually include such things as weaknesses and resistances. 

POWERS 

Many races and birthsigns also provide special powers that can be used once a day. Powers 
are always successful; hence they are the most powerful form of magic. Powers are not 
assigned to a school of magic, and therefore using them will not improve your magic skills. 

DISEASES 

While not true magic, the effects of disease can be very similar. There are three kinds of 
disease: common disease, blight disease, and corprus disease. Common disease isn't that 
had. Yau can get cured at shrines or temples easily, but you need to get cured because 
people will be wary to talk with you. Blight disease is more serious, and potions and 
cures are harder come by. Corprus disease can't be cured. Some say vampirism is a 
disease, but no known cure seems to exist 



SPELLS 

Successfully casting spells will raise your skill in that spell's school. You can buy new 
spells from various people in the world who sell them. 



MAGIC .. 
SCHOOL 

Magic r 
Effects 




Magnitude 



Spell Name - Name of selected spell. 

Magic School - Name of school of magic that governs the use of this spell. 
Successfully using the spell will help improve this skill. 

MAGIC EFFECTS -Any effects contained by this spell. If a spell contains multiple 
effects, the most difficult effect to cast will be used to determine which school of 
magic the spell falls under. 

Magnitude - How powerful the spell effect is. It determines how much damage a 
spell does, or how much it improves or decreases the target's attributes. This is 
often represented by a range of numbers (e.g., 1 to 10 pts). When cast the 
magnitude is random between these two numbers. 

DURATION - How long the spell effect lasts. 

Range - Spells can be delivered in one of three ways: 
Touch -The spell effect is cast upon touching a target. 
Target -A ranged spell effect that can be delivered from a distance. 
Self - A spell effect that automatically affects the caster. 

Area -The radius a target or touch spell will affect, in feet 



The ©Idcr Scrolls 7.XI: Morrowtnd 



Magic Items 

You will find a wide variety of magic items scattered throughout the land, including 
rings, amulets, belts, scrolls, weapons, armor, and more. Equipping some items, such as 
weapons, will automatically cast a spell when used successfully (i.e., hitting an 
opponent). Others allow you to cast a spell when the item is equipped (e.g., Ring of 
Healing). To make the an equipped item's spell your active Magic, select it from your 
Magic Menu under the item list. 



ITEM NAME 
CAST TYPE ■ 

MAGIC 

EFFECTS 



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Item name - Name of the item. 

WEIGHT - How much the item weighs. 

Value - Average worth of the item if you were to try to sell it. 

Cast Type - Indicates when the spell effects are cast. 
Cast When Used: must be used like a spell and cast. 
Cast When Strike: casts its magic when it strikes a target. 
Constant Effect: always in effect when equipped. 

MAGIC EFFECTS -The magic effects that the item will cast. 

CHARGE - The current and total amount of charge in the magic item. 

Cost -The amount of charge the item uses. The cost of using it is dependent on your 
Enchant skill. Magic items slowly regenerate their charge, or can be recharged with a 
soul gem. 



MAGIC SCROLLS 

Magic scrolls are special items that can only be used once. They cannot be recharged 
and are destroyed when they are cast. Essentially, they are a one-time spell. To ready a 
scroll as your Active Magic, select it from your Magic Menu. Magical scrolls can be cast 
like a spell. They can only be used once. To see a scroll's spell, highlight it with your 
cursor in the Inventory or Magic Menu. 



The fijlder Scrolls TX1: Morrowind 



SPELLMAKING 

For a price, Speilmaking characters you meet will combine spell effects that you have 
learned into new spells. 




1T~ FF^ 



Added 
Effects 



Name - Name . 

SPELL EFFECTS - The Spell effects you have learned that may be combined. 

Added Effects -The effects being combined, including the magnitude, duration, range, 
and area. 



Cost -The amount of Magicka required to cast the spell, 

CHANCE - The percent chance of successfully casting the spell. The higher your 
skill in the particular Magic School, the higher your chance of success. 

Price - How much you must pay for the new spell. 

In dialog, select the Spellmaking option. Select the spells you wish to combine using the 
Left Mouse button. When you dick a magic effect to add, you can adjust the 
corresponding magnitude, duration, and area by moving the sliders left and right. To 
remove or edit effects, select them from the Effects list and either edit the properties, or 
remove them by clicking the Delete button. 

Adding more effects and increasing the magnitude, duration, and area of each effect 
increases the price. When you are done creating your new spell, click the Buy button. At 
any time, you can click the Cancel button to return to the dialog window. 



Thr Qlder {Scrolls XXI: Morrowmd 



HHHHHHHH 



Enchanting 

To enchant an item, you must have charged a soul gem. Higher quality soul gems can trap 
larger creatures to create more powerful enchantments. To trap a soul, you need an empty 
soul gem, a soul trap spell or scroll, and a live creature. Cast soul trap on the creature, then 
kill it. Upon its death, its soul will be trapped inside your previously empty soul gem. 
Highlight your soul gem to see if the creature is trapped or not. 

Find someone who offers Enchanting and select Enchanting while talking with them. Or 
do it yourself by equipping a charged soul gem in your inventory. Your success depends 
on your Enchant skill if you do it yourself. Paying for Enchanting services will never fail. 



ENCHANTMENT 



Magic Effects 



Name - The name of the enchanted item. 

ITEM -The item from your inventory you wish to enchant or recharge. 

Soul - The charged soul gem you want to use to enchant or recharge. 

Enchantment - Enchantment points used and the total number of enchantment 
points available for the selected item. The more effects you add, the more 
enchantment points are used. 

Cost - How much Magicka is needed per use. The more effects you add, the 
higher the Cost. The Cost is dependent on your Enchant skill. 

Charge - Amount of Magicka available at full charge. 

Magic Effects - The spell effects you have learned that can be used in enchantment. 

Effect -The effects being used in the enchantment including its magnitude, duration, and area. 

Range - Cast When Used, Cast When Strikes, Constant Effect (Only with powerful 
soul gems), or Cast Once (Only with books and scrolls). 

Select an item to enchant and a charged soul gem from your inventory. Select a magic effect 
you want for the item. You can set the range for each effect by clicking the button, and also 
adjust each effect's magnitude, duration, and area by moving the sliders. Increasing the 
magic effects power will use enchantment points. To remove or edit spells, select them from 
the Effects list and either edit the properties, or remove them by clicking the Delete button. 

Click the Buy button when you are finished. At any time, you can click the Cancel button 
to return to the dialog window. 



The EJlder Scrolls 7. XI: Morrowind 



Potions 

Alchemists, apothecaries, and healers, as well as general merchants, sell commercial 
potions. These potions are easy and reliable, but costly. If your Alchemy skill is not high 
enough, effects of the potion wilt be listed as a question mark ("?"). In addition, you can 
create your own potions using your Alchemy skill. To drink a potion, equip it in your 
Inventory Menu. 

Alchemy 

The simplest use of your Alchemy skill is to eat ingredients in order to experience the 
benefits (or ill effects) of that ingredient. To eat an ingredient, equip it in your inventory. 
Ingredients can be collected from creatures' bodies and plants, found in various 
containers in towns and buildings, and bought from individuals throughout the world. 

Highlight an ingredient from your Inventory Menu to see what effects it offers. If you see 
slots with a question mark (?) in them, this means your Alchemy skill is not high enough 
to determine that effect. 



If your Alchemy skill is high enough, when you eat an ingredient you may be affected by 
the first effect in the ingredient's list, even if you don't know what that effect is. 

In addition, with the necessary apparatus and ingredients, you can make your own 
potions. The higher your skill, the better your chance to create a potion and the more 
powerful it will be. 



APPARATUS 



INGREDIENTS 




1*1 ||% 



Name - Change the name of the potion here 

Apparatus - Shows all of the active apparatus here. Alchemical apparatus come in 
grades of quality; a higher quality apparatus is more effective and reliable. To create a 
potion, you must equip the apparatus you want to use. 
Each apparatus performs a certain function: 

Mortar & Pestal - Required to mix a potion, and determines the initial potion strength. 
Retort - Increases the magnitude and duration of all positive effects in a potion. 
Alembic - Decreases the magnitude and duration of all negative effects in a potion. 
Calcinator - Increases the magnitude and duration of all effects in a potion. 

Ingredients - Potions require at least two ingredients with the same effect. So, two 
ingredients with the Invisibility effect will add Invisibility to the potion. 

Effects - Current effects that the potion will have. Much like eating an ingredient, you 
may not know what all the effects are. Unknown effects will be listed as a {"?"}, 



The eider Scrolls Til: Morrowmd 



Stealth 

Sneaking 

I Sneaking is the ability to remain undetected by nearby creatures or people 
while standing or moving. To Sneak, hold down the left Ctrl key. When you 
become undetected, an icon will appear on the screen. When you are detected, 
the icon will disappear. Sneaking will allow you to attempt to pickpocket, steal 
items, pick locks, and perform other acts undetected that might be considered illegal. The 
weight of your boots also plays a minor role in sneaking. The Sneak icon does not mean 
you are improving your Sneak skill, it only indicates you are currently undetected. 

PICKING POCKETS 

To steal an item from a person, you must first be in Sneaking. While Sneaking, approach 
the person in question and hit the Spacebar when the individual's name appears above 
his head. An inventory window will appear for that person. Since picking pockets is based 
on your Security skill, you will not always see everything a person is carrying, and what 
you see may change every time you attempt to pick the same person's pocket. If you see 
any item you want to try to steal, click it with the Left Mouse button. If you succeed, you 
will remain undetected, If you are detected, the person will say something and possibly 
report your crime, or even attack you. 

STEALING 

While in Sneak mode, you can attempt to take items that don't belong to you. These 
items may be out in the open, or inside containers (see page 45). Any items you steal 
will be added to your inventory. Note that you cannot sell stolen items back to the 
original owner. For more on crime and jail, see page 44. 

Picking locks 

Lockpicks come in several grades of quality and only have a limited number of uses. To 
pick a lock, equip your lockpick and highlight the locked door or container. Hit the F key 
to activate your lockpick and click the Left Mouse button to attempt to pick the lock. 
Your chance of success depends on the quality of the lockpick, the lock level, and, 
more importantly, your Security skill. Every attempt to pick a lock counts as a use for 
that lockpick. If you successfully pick the lock, you will then be able to open the door 
or container. 

Disarming traps 

Any item that is trapped will be identified as such when you look at it. The ability to 
disarm a trap requires proficiency in the Security skill and a probe, which you must 
have equipped. Equip the probe, highlight the trapped item, hit the F key to activate 
your probe, and click the Left Mouse button to attempt to disarm the trap. As with 
picking locks, the quality of the probe can greatly increase your ability to disarm a trap. 

CRITICAL Hit 

If you can move within range of an NPC or creature without being detected (i.e., while 
sneaking), your first melee attack will do considerably more damage {4x} and a notice 
that you successfully achieved 3 Critical Hit will appear. All subsequent attacks will 
count as regular attacks. 



The e'der Scrolls TIT: Morrowmd 



■■■■■■■ 



Dialogue 



Character Name 





Disposition 



Persuasion 



Services 



To initiate dialog with a person, press the Spacebar when you see their name appear over 
their head. The dialog menu has several important areas. 

Character Name 

The name of the person to whom you are speaking. 

TOPICS 

This is a list of everything you can ask this person about. Asking about certain topics may add 
new topics to the list. While you can ask someone about any topic they know something 
about, they may or may not tell you what they know depending on their Disposition. 

Disposition 

When the dialogue menu appears, you will see a blue bar with a number. This number represents the 
person's Disposition, or how he feels about you, on a scale from to 1 00. The higher the number, the 
more he likes you. This means he may be willing to talk to you about topia he wouldn't normally tell 
you about, give you quests, or offer services he wouldn't have given you before. On the other hand, 
the lower the number, the less he Ikes you and the less he may be willing to tell you or do for you. 

A person's Disposition is based on a large number of factors, including race, class, your 
reputation, faction affiliations, and how the person may feel about your previous actions 
{e.g., you helped a member of this individual's guild, or stole from or killed a friend of 
his). You can change a person's Disposition using Persuasion. 

RESPONSE 

You will see the person's response to the topic you ask about here. Words highlighted in blue are 
topics that you can ask this person about This information will also be recorded in your Journal. 

PERSUASION 

Successful persuasion depends on your Speechcraft skill for Admire, Taunt, and 
Intimidate, and your Mercantile skill for Bribe. 



The Qtdcr Scrolls Til: Morrowind 



Admire: Paying someone a compliment can change the way a person feels about 
you. If you do a good job and seem sincere, his Disposition will go up. If you fail, your 
attempt at admiration has come off as phony and the individual now likes you less 
than before. 

Taunt: Attacking a person in town is illegal, and guards will come and arrest you if 
you start a fight. One way to get into a fight without getting arrested is to taunt a 
person into taking the first swing, thereby allowing you to defend yourself without 
fear of prosecution. A failed attempt at taunting will reduce the person's disposition. 

Intimidate: if you're not interested in paying money and don't feel like picking a 
fight, you can always try to get what you want by being a bully. Successfully 
intimidating an individual will improve his Disposition in the short term and may 
enable you to get valuable information. However, you'll find that after you leave, the 
person will like you even less than before and it will become harder and harder to 
intimidate him in future conversations. A failed attempt at intimidation will reduce 
the person's Disposition. 

Bribe: The quickest way to a person's heart may be through his wallet. White bribery 
works for some folks, it doesn't work on everyone... particularly those with high 
morals or ethics. Your bribe money is only taken if the bribe is successful. Otherwise 
the individual is insulted by the offer, and his Disposition drops. 

ERVICES 

'any people you meet will offer services to you. These services can range from trading 
K)ds to improving your skills to healing you. The dialogue menu will list the services a 

son can offer. Select the desired service from the list for more information about what 

y offer (e.g., a list of skills and prices for Training), The services available include: 

Barter - Buy and sell goods. See below. 

Enchanting - Enchant items in your inventory with spell effects you've learned. See pg. 39. 

Repair - Repair weapons and armor. 

Spells - Learn new spells. 

Spellmaking - Combine spell effects you know to create new spells. See pg. 38. 

Training - Pay a fee to increase any of the skills listed by one point. 

Travel - Purchase fast travel to other locations. 

ARTERING 

You can buy and sell items with certain people you meet. Choosing Banter will display 
both your inventory and the person's inventory. Select any item(s) you want to obtain 
from the person and they will temporarily be placed in your inventory. You can also 
attempt to sell him any of your items by selecting them from your inventory. 

The difference between the cost of goods you're buying, and the value of any goods 
you're selling is displayed at the bottom. If the value of the goods you are buying is 
more than the value of the goods you are selling, you will see TOTAL COST. If you are 
owed money, then it will say TOTAL SOLD. You can alter the offer that has been made by 
by clicking the - and -t- buttons on the screen to add or subtract gold to the overall 
amount. When you are ready to offer the deal, click the Offer button. The person you are 
bartering with will choose to accept or reject any offer you've modified based on your 
Mercantile skill and the amount of gold you've added or deleted. Note that if the offer is 
rejected, his Disposition will drop by a point. 



The Qtdcr Scrolls TT1: Morrowind 



^■■■■■MII^HHa^HHH^H^HBHHH 



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BOOKS 

Throughout your adventures, you 

will find books of alt kinds, Books 

may be several pages in length. Left ; 

click the Prev and Next burtons to 

flip through the pages. If your 

mouse has a wheel, scrolling that 

will also flip pages, When you pick 

a book up and read it, you have the 

option of putting it back where you 

got it (click Close) or putting it in 

your inventory (click Take). Keep in mind that books usually belong to people, so taking 

one is theft, and the owner will act accordingly (if they catch you), 

Some books will provide information on the lore and history of MORROWIND and 
Tamriel. Others will provide lessons that actually help improve your skills, You only 
need to open a book in order to receive the skill increase it provides, assuming it 
increases a skill. Upon opening such books, a message will appear and indicate which 
skill has been improved. A book will only improve a skill once. , .reading it over and 
over won't improve the skill further. 



JOURNAL 

Your journal is an invaluable tool 

for keeping track of information 

| you have gathered from others. To 

I open your journal, press the J key. 
It will open your journal to the 
most recent entry. You can move 
through the pages by clicking the 
Prev and Next buttons or using 
your mouse wheel, which allows 
you to see information on quests 
you've been given, or completed, 
and other important events. 




You will notice certain words are highlighted in blue. These words are topics that can 
be found in your topic list, which keeps track of everything you've been told about a 
given subject. You can click the blue word or click "Topics" to view your topic list, 
Select the letter you want to use to view available topics. You can either select a topic 
from the list, or you can click Cancel to go back to the index to choose another letter. 
Click Journal again to return to the Journal. 



CONTAINERS 

Containers can include chests, sacks, crates, barrels, dead bodies, and more. When you want to 
access the inventory of a container, center the container on your screen so that the name appears, 
and press the Spacebar. Pickup and drop in your inventory any items you want to take. Click the 
Take All button to take all the items at once. Hit the Spacebar again or dick the Close button to 
dose the container. You can also move items into the container by clicking the item in your 
inventory and dropping it in the container window. You can also drop items into the world here. 

Some dead bodies will give you a Dispose of Corpse button. Clicking this will take all the 
items on the body and dispose of the corpse, removing it from the world. 

Since people like to keep their things safe, you will frequently encounter containers that are locked, 
or even trapped. To open these containers, you will need to use a lockpick and/or a probe. If you are 
caught taking someone else's items, you may be reported to the guards. See Stealing, pg. 41 and 
Crime and Jail, below. 

RESTING AND WAITING 

Press theT key to rest. If you are in a town or city, you will need to go indoors to Rest. You can 
only Wait while in town. Resting in the wilderness is permissible if you are tar enough away from 
town, and there are no enemies nearby, but may prove dangerous. You can rent a room with a 
bed in a tavern in town. If you belong to a faction, you can use s bed in any of its halls without 
fear of reprisal. Sleeping in a bed mat belongs to someone else is often reported as a crime. 

Waiting is helpful if you want time to pass more quickly until a certain hour (or perhaps a change in 
the weather). Waiting only allows your Fatigue to recharge, while resting recharges Fatigue, Health, 
and Magicka. Also, resting is the only way to level up. 

FAST TRAVEL 

Since the land of MORROWIND is so large, you will find a variety of fast travel options available to 
you at various places throughout the world. Although traveling by foot can lead you to many 
"citing adventures and exotic locations, it can also lead to your demise. Options available to you 

:lude Silt Striders, boats, and teleportation from Mages Guilds. The Map of Vvardenfell shows 
...e location of Silt Striders and Boats in MORROWIND. Each form of fast travel can be purchased 
by speaking with the person who offers it and selecting Travel. Use fast travel whenever you 
have the means to avoid any unfortunate encounters and to save time. 

Crime and Jail 

In general, the following actions are considered crimes and will be reported as such if you 
are caught: taking something that isn't yours, starting a fight in a town {defending yourself 
is ok), killing a character, or sleeping in someone else's bed. When a crime is reported, 
money is added to your Bounty. If you go into town with a bounty on your head, guards may 
come to arrest you. If you run, they'll chase you. If you manage to escape, you'll find that 
the legal system is very efficient and anywhere you encounter guards, they will attempt to 
arrest you. Once they catch you, you'll have several options. 

1 . If you have the money, you can pay off the Bounty on your head and avoid jail. If you 
stole items, they'll be taken from you, including things you may have stolen without 
getting caught. Guards can spot stolen merchandise. 

2. You can resist arrest, which is a really bad idea because a) guards are very tough, and 
b) it's yet another in a growing list of crimes for which you'll be held accountable, and 
your Bounty goes up further. 

3. You can agree to go to jail rather than pay the fine. Some of your skills will degrade during 
your time in jail, the number of skills, and the amount they deteriorate, depends on the 
amount of time in jail. Any stolen items in your possession will be taken from you. 



44 

HI 



The Gilder Scrolls HI: Morrowtnd 



The ejtder Scrolls Til: Morrowind 



^^^^^^^^^^^^^■h- 



^■■■■■■■^^^Hk^ 



LOADING AND SAVING 

Once you have completed character creation and left 
the Census and Excise Office in Seyda Neen, you can 
save your game at any time. To create a save game, 
hit the Esc key and choose Save Game from the Main 
Menu. You can then choose to save the game under a 

new name by choosing " New Save Game" from the 

top of the list and typing in a new name, or overwrite 
a previous save game by choosing the save game 
from the list and clicking Save. 

You can also load a game from the Main Menu by 

selecting Load. You will then see a list of all games that 

are saved. Games are listed according to the date and 

time they were saved, with the most recent save games listed at the top. 



Options menu 

You can access the Options Menu from the Main Menu when you load MORROWIND, or 
at any point during the game, by pressing the Esc key. The Options Menu allows you to 
adjust your audio, video, control, and preferences settings. 
AUDIO 

Using this menu, you can adjust the volume levels for Voices, 
(Sound) Effects, Footsteps, and Music. You can increase game 
performance by turning the music all the way down. 

Setting the 3D Audio Quality to High will give you much 
better positional sound effects, but may cause errors on 
some sound cards. 

If your sound card is not fully DirectX 8.1 compatible, you 
may experience bad sound or crashes. If this is the case, 
„ lower the Hardware Acceleration on your card through 
the Windows Control Panel. 



CONTROLS 

You can reassign the key/button for each action by clicking 
the action in the Controls section, and pressing the new 
key/button. 

U« M." 

Reset Controls - To reset the controls to their original 
settings, select "Reset Controls" button. You will be p^rj i™ 

asked whether you are sure you want to reset the controls. 

Invert Y Axis - This allows you to change which direction 
you will look when you move up/down with the mouse. 
By default, moving down with the mouse lets you look up. 

Enable Joystick - Allows you to reassign controls to 
your joystick. Make sure you have calibrated your joystick already through Windows. 







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X Axis Movement - Switches side-to-side movement between Strafing and Turning. 
Only used with joysticks. 

Vertical Sensitivity - Determines how quickly your view will rotate up and down by 
moving the mouse up and down. The higher the sensitivity, the more quickly it will rotate. 

Horizontal Sensitivity - Determines how quickly your view will rotate left and right by 
moving the mouse left and right. The higher the sensitivity, the more quickly it will rotate. 



Preferences 

Heip Menu Delay - How long of a delay you want 
before a help menu appears for any item you have 
centered in the screen, or under your cursor. 

Menu Transparency - Allows you to change the 
transparency of the background for all menus. 

Al Distance - Determines how much processor time 
is given to characters on screen. You can increase 
game performance by setting this closer. 



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BET Cm 



Auto-Save When Rest - Turning this option on will 
automatically save your game 
into the "AutoSave" slot in your Save Game list whenever you rest or wait. 

Always Use Best Attack - When On, it allows you to always use the best kind of 
attack for the weapon you are holding, regardless of which way you are 
moving. When off, you will thrust when moving forward or back, slash when 
moving left or right, and chop when moving diagonal or standing still. 

Subtitles - You can choose whether or not to display subtitles for all spoken 
character dialog. 

Crosshair - Allows you to display a small crosshair in the center of the screen 
during gameplay. 



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VIDEO 

Resolution - Lists the available resolutions your video 
card and monitor support. You can increase game 
performance by setting your resolution lower. 

View Distance - This slider determines how far you 
can see in the game. You can increase game 
performance by setting this closer. 

Gamma Correction ■ Allows you to adjust how dark 
or light the game is. 

Real-time Shadows - Determines how many 
shadows are displayed at once. You can increase 
game performance by sliding this to Off. 



The Gilder Scrolls 111: Morrowtnd 



The Gilder Scrolls III: Morrowtnd 



ARRANTY INFORMATION 



Project Leader 
Todd Howard 

lead Designer 
Ken Rolston 

LEAD PROGRAMMER 
Craig Walton 

Lead Xbox programmer 

Guy Carver 

Lead Artist 
Matthew Carofano 

Lead Character artist 
Christians Meister 

PROGRAMMING 

Guy Carver 
Ahn Hopgood 
Scott Franke 
Chris Innanen 
Mat rCrohn 
Mike Lipari 
Steve Meister 
Matt Ptcioccio 
Kerry Sergent 
Craig Walton 

ADDITIONAL PROGRAMMING 

Hal Sou ma 
Victor Breuggemann 
Dave DiAngelo 
O'del! Hicks 
Scott Hofmann 
Andrew Nunn 
Casey OToole 
Erik Parker 

WORLD ART & BUILDING 

Hope Adams 
Noah Berry 
Mark Bullock 
Matthew Carofano 
Christine Miller 
Gary Noonan 

Additional World Art 
& building 

Shirin Alkaissi 
Brian Chapin 
Royal Connell 
Bryan Card 
Gavin Carter 
Kevin Shriner 
Frank Ward 



Character and Creature Art 

Tohan Kim 
Christiane Meister 
Juan Sanchez 

Additional Character and 
Creature Art 

Wan Chiu 
Sean Ekanayake 
Sean Foyle 
Josh Jones 
Mark Jones 
Andrew Rai 
Michael Smith 
Ka-Kei Wong 

Concept Art 

Michael Kirkbride 

WRITING & QUEST DESIGN 

Douglas Goodall 
Mark Nelson 
Ken Rolston 

Additional Writing 
& quest design 

Bill Burcham 
Todd Howard 
Michael Kirkbride 
Ted Peterson 
Todd Vaughn 

Sound Effects 
Jason Ruddy 

Original Music Composed 
and Produced by 
Jeremy Soule 
www.jeremysolle.com 

Quality Assurance Lead 

Mike Fridley 

Quality assurance 
Absolute Quality Inc. 

Associate Producers 

Ashley Cheng 
Todd Vaughn 

Voices 

Jeff Baker 
Jonathan Bryce 
Lynda Carter 
Linda Canyon 
David DeBoy 
Shari Elliker 



Voices (continued...) 
Catherine Flye 
Cami St. Germain 
Gayle Jessup 
Wes Johnson 
Melissa Leebaert 
Michael Mack 
Elisabeth Noone 
Dude Walker 

Voice Recording 
Absolute Pitch Studios, 
Washington DC 

Manual Writing 
Pete Hines 
Ashley Cheng 

Manual & Packaging Layout 
Michael Wagner 

National Sales Manager 
Lori Rehr 

director of PR & Marketing 
Pete Hines 

President 
Vlatko Andonov 

Original Concept 

Todd Howard and Ken Rolston 

Game Design 
The Morrowind Team 

Special thanks to 
Don Nalezyty, Julian Letay, Bruce 
Nesmith, Kurt Kuhlmann, Hugh 
Riley, Coiin Williamson, Chris 
Ondrus, Brian Stokes, Chris 
Weaver, Brian Harvey, Greg James, 
Kelly Tofte, Kevin Bachaus, Brent 
EricKson, Numerical Design 
Limited, Kim Howard, Jeff Howard. 
Indy, Jody Innanen, Rachel Noble, 
Mike & Ellen Upafi, Kim & Bryan 
Rankin, Gary Noonan Sr., Cappy 
the Parrot, Kezune, Mo, Regis 
Philbin, Antonio Lang, Stephanie 
Scheibley, Shannon and Connor 
Hines, Alan Nanes, Steve Adamo, 
Kenny McDonald, everyone on the 
forums and fan sites, and our 
friends and families. 



imited Warranty 

ethesda Softworks, a ZeniMax Media company ("Bethesda Softworks") warrants to you, the original purchaser 
f these discs and the game software encoded thereon ("Game"), that under normal use the Game will perform 
ubstantially as described in the accompanying manual for a period of 90 days from the date of purchase 
"Warranty Period"). This Limited Warranty: (a) does not apply if the Game is used for a business or commercial 
urpose; and (b) is void if failure of the Game has resulted from accident abuse, vims or misapplication. 

iXCLUSIVE REMEDY AND LIMITATION OF LIABILITY 

Warranty claims must be made to the retailer from whom you purchased the Game. You must return the 
iame to your retailer during the Warranty Period, together with a ropy of the original sales receipt and an 
xplanation of the difficulty you are experiencing with the Game. At its option, the retailer may either repair 
it replace the Game. Any replacement Game will be warranted for the remainder of the original Warranty 
terlod or 30 days, whichever is longer. Bethesda's and its suppliers' entire liability and your exclusive remedy 
hall be, at the retailer's option, the repair or replacement of the Game thai does not meet this Limited 
Varfanty and is properly returned to your retailer. Outside the United States, neither of these remedies nor 
iny product support services are available without proof of purchase from an authorized international source. 

Warranty Card and warranty protection 

To be eligible for warranty protection, you must fill out and mail in the Warranty Registration Card included 
In this package within thirty (30) days of purchase. Failure to send in your Warranty Card within thirty (30) 
days of purchase shall result in the loss of your warranty protection. In the event of any questions 
regarding your warranty protection, Bethesda Softworks reserves the exclusive right to determine warranty 
legibility and appropriate redress, if any. 

HO OTHER WARRANTIES, CONDITIONS OR DUTIES 

10 THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, BETHESDA SOFTWORKS AND ITS SUPPLIERS 
DISCLAIM ANY AND ALL OTHER WARRANTIES, CONDITIONS AND DUTIES, WHETHER EXPRESS, IMPLIED, 
fTATUTORY OR OTHERWISE, INCLUDING BUT NOT LIMITED TO ANY WARRANTY OF MERCHANTABILITY, 
■NESS FOR A PARTICULAR PURPOSE, TITLE, NON-INFRINGEMENT, OR NON-MISAPPROPRIATION OF 
(jifTELLECTUAL PROPERTY RIGHTS OF A THIRD PARTY. 

INCLUSION OF CONSEQUENTIAL, INCIDENTAL AND CERTAIN OTHER DAMAGES 

■the full extent allowed by law, neither Bethesda Softworks and nor its suppliers are liable for any: (a) 
Bisequential or incidental damages, (b) damages for loss of any nature relating to lost profits, loss of data, 
Sfvacy or confidentiality, or failure to achieve desired results or to meet any duty, including but not limited to 
Wiy duty of lack of negligence or of workmanlike effort, or (c) indirect, special or punitive damages; arising out 
■Of relating in any way to any breach of this Limited Warranty. The foregoing applies even if Bethesda 
Mtworks or its suppliers have been advised of the possibility of such losses or damages. Some jurisdictions do 
I tllow limitations as to how long an implied warranty lasts and/or exclusions or limitations of consequential 
I incidental damages so the above limitations and/or exclusions of liability may not apply to you. This Limited 
fcrranty gives you specific rights, and you may also have other rights that vary from jurisdiction to jurisdiction. 

fecHNICAL AND CUSTOMER SUPPORT 

"oi technical and customer support, please call 410-S68-36SS, 8:00 am to 12:00 midnight EST Monday 
Ihtough Friday, and 8:00 am to 8:00 pm EST Saturdays and Sundays, excluding holidays. If you are outside 
he United States, send your Game discs to Bethesda Softworks Inc., 1370 Piccard Drive, Suite 120, 
jtxkville, MD 20850, USA, together with a dated proof of purchase, your product number, a brief 
focr iption of the error or defect, and your return address. 



Bethesda Softworks Inc., a ZeniMax Media company, The Elder Scrolls, Morrowind, Bethesda Softworks, 
„.,»x and their respective logos are registered trademarks or trademarks of ZeniMax Media Inc. in the 
■'. States and/or other countries. All Rights Reserved. 



Uses Bink Video. Copyright © 1997-2001 by RAD Game Tools, Inc. 

I Portions of this software afe included under license. © 1 999 Numerical Design, Ltd, 
f All rights reserved. 



The Gilder Scrolls III: Morrowind 



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